Spells

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Name Level School Casting Time Range Area or Targets Effect Save or Attack Duration Conc Ritual Mats Cost Can be Overcharged
Acid Splash 0 Conj 1 Act 60 ft 1 or 2 creatures 1-2 creatures within 5ft of each other must make a DEX save or take acid damage. Dex Instant no no VS
Blade Ward 0 Abjur 1 Act Self You gain resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. 1 rnd no no VS
Booming Blade 0 Evoc 1 Act 5 ft 1 creature Make a melee weapon attack as part of casting. Weapon for its next hit will apply crushing damage, and enemy rolls a dexterity save to not fall. 1 rnd no no VM
Chill Touch 0 Necro 1 Act 120 ft 1 creature Ranged spell attack: necrotic damage, takes health from enemies and makes them feel sick. Can heal minor wounds. Attack 1 rnd no no VS
Create Bonfire 0 Conj 1 Act 60 ft 5 ft cube Create bonfire in 5ft cube. Deals fire damage to creatures in space when cast, or when entering or exiting. Dex ≤1 Min YES no V,S
Dancing Lights 0 Evoc 1 Act 120 ft ≤4 lights Lights shine in 10ft radius, within 20ft of each other. They can be moved by the caster. ≤1 Min YES no VSM
Druidcraft 0 Trans 1 Act 30 ft various Predict weather (24hrs), affect plants, natural sensory effects in 5ft cube (leaves, wind, smells, sounds), light or extinguish small fires Instant no no VS
Eldritch Blast 0 Evoc 1 Act 120 ft 1 target Force damage. Two beams at 5th, 3 beams at 11th, 4 beams at 17th. Separate attacks/targets per beam. Attack Instant no no VS
Fire Bolt 0 Evoc 1 Act 120 ft 1 target Creature or object takes fire damage, ignites combustibles. Attack Instant no no VS
Friends 0 Ench 1 Act Self You have advantage on all Cha checks directed at one nonhostile creature of your choice. They roll a wisdom save. The creature becomes hostile toward you when the spell ends. ≤1 Min YES no SM
Frostbite 0 Evoc 1 Act 60 ft 1 creature Con Save or take cold damage and disadvantage on next weapon attack before end of its next turn. Con Instant no no V, S
Guidance 0 Divin 1 Act Touch 1 creature Once before duration ends, creature can add +1d4 to one ability check of its choice, before or after making the check. ≤1 Min YES no VS
Green Flame Blade 0 Evoc 1 Act 5 ft 1+ creature Make a melee weapon attack as part of casting. On hit, target is affected and fire targets creaure within 5ft of target (ability mod). Instantaneous no no VM
Light 0 Evoc 1 Act Touch 1 object ≤10ft cube Object sheds light in 20ft rad, dim light in 40ft rad. Objects carried allow creature a save. Ends if you cast it again. Dex 1 Hr no no VM
Mage Hand 0 Conj 1 Act 30 ft Specral hand Use Action to control hand, which can manipulate objects ≤10lbs. 1 Min no no VS
Mending 0 Trans 1 Min Touch 1 object Repairs single break/tear in object Instant no no VSM
Message 0
Minor Illusion 0 Illus 1 Act 30 ft ≤5ft cube Sound or image of object. Investigation check vs spell DC can determine illusion. 1 Min no no SM
Poison Spray 0 Conj 1 Act 10 ft 1 creature Project puf of poison gas, poison damage, End save for mitigated effect. Con Instant no no VS
Prestidigitation 0 Trans 1 Act 10 ft varies Create minor magical effects (lights, flames, clean, warm/cool, flavor, trinket, etc). Affects 1 object (1 cubic foot) ≤1 Hr no no VS
Produce Flame 0 Conj 1 Act Self, 30ft Self, 1 creature Flickering flame appears in hand. Shed light (10ft bright, 20ft dim). Can make a ranged spell attack (ends spell) for fire damage. Attack 10 Min no no VS
Ray Of Frost 0 Evoc 1 Act 60 ft 1 creature Deals cold damage on hit, speed reduced by 10ft. Attack Instant no no VS
Resistance 0 Abjur 1 Act Touch 1 willing creature Target can add 1d4 to ONE save of its choice before or after making the save ≤1 Min YES no VSM
Sacred Flame 0 Evoc 1 Act 60 ft 1 creature Deals radiant damage, save negates (no cover bonus). Dex Instant no no VS
Shillelagh 0 Trans Bonus Touch wooden weapon Club/staff becomes magical. Can use Spellcasting stat for attack and damage instead of dueling. Spell ends if you let go of weapon. 1 Min no no VSM
Shocking Grasp 0 Evoc 1 Act Touch 1 creature Melee spell attack for lightning damage (ADV if target is wearing metal); target can't take reactions until start of next turn. Attack Instant no no VS
Spare The Dying 0 Necro 1 Act Touch 1 dying creature Stabilize a living target that is dying. Instant no no VS
Thaumaturgy 0 Trans 1 Act 30 ft varies Manifest minor wonder w/in range for up to 1 minute. ≤1 Min no no V
Thorn Whip 0 Trans 1 Act 30 ft 1 creature Long vinelike whip of thorns makes melee spell attack: piercing and pull target 10ft closer to you. Attack Instant no no VSM
True Strike 0 Divin 1 Act 30 ft 1 creature Gain advantage on next attack roll. ≤1 Min YES no S
Vicious Mockery 0 Ench 1 Act 60 ft 1 creature Insult target that can hear you. Wisdom save or take psychic damage and disadvantage on next attack roll. Wis Instant no no V
Absorb Elements 1 Abjur React Self Self When you take acid, cold, fire, lightning, or thunder damage, gain resistance for a few seconds. The weapon also hits with whatever energy type was absorbed. 1 Round no no S
Alarm 1 Abjur 1 Min 30 ft 20ft cube Alerts you whenever a Tiny or larger creature touches/enters area. Can set allowed creatures and alarm type (mental 1 mile or audible 10 secs in 60ft) 8 Hrs no YES VSM
Animal Friendship 1 Ench 1 Act 30 ft 1 beast Beast (<4 Int) that can see or hear you is charmed. Wis save negates. If you or ally harms creature, spell ends. Overpower: +1 target/lvl 24 Hrs no no VSM
Armor of Agathys 1 Ench 1 Act Melee Self Gain temp armor. Deal cold damage to melee attackers while you have the armor casted. Overpower: increase durability and damage / lvl 1 Hour no no VSM
Arms of Hadar 1 Conj 1 Act Self 10ft radius Deal 2d6 necrotic damage to creatures within 10ft of you (save for 1/2). Creatures failing save lose reactions until its next turn. Overpower: +1d6 damage /lvl Str Instant no no VSM
Bane 1 Ench 1 Act 30 ft ≤3 creatures Targets must roll a d4 and subtract the number rolled from attacks and saves until the spell ends. Overpower: +1 target Cha ≤1 Min YES no VSM
Beast Bond 1 Divin 1 Act Touch 1 Beast Telepathic link with friendly beast (Int <4) within line of sight. Beast gains advantage on attacks against creatures adjacent to you that you can see. ≤10 Min YES no VSM
Bless 1 Ench 1 Act 30 Ft ≤3 creatures Targets may add +1d4 to attacks and saves. Overpower: +1 target / lvl ≤1 Min YES no VSM
Burning Hands 1 Evoc 1 Act Self 15ft cone Fire damage to creatures in cone, save for 1/2 damage. Overpower: Can focus or widen the cone Dex Instant no no VS
Charm Person 1 Ench 1 Act 30 ft 1 humanoid Charm humanoid for duration or until harmed. Overpower: +1 target / lvl Wis 1 Hr no no VS
Chromatic Orb 1 Evoc 1 Act 90 ft 1 creature Choose acid, cold, fire, lightning, poison, or thunder - hurl orb as ranged spell attack. On hit, deals damage of that energy type. Overpower: increased damage Attack Instant no no VSM
Command 1 Ench 1 Act 60 Ft 1 creature Creature obeys 1-word command (language dependent). Undead and harmful commands fail. Overpower: +1 target / lvl Wis 1 Round no no V
Compelled Duel 1 Ench Bonus 30 Ft 1 creature Creature has disadvantage vs anyone but you, must make Wis save to move more than 30 ft away from you. Spell ends if you attack or target other hostile creatures, if a friendly damages/casts a harmful spell on it, or if you end your turn 30 ft away from it. Wis ≤1 Min YES no V
Comprehend Languages 1 Divin 1 Act Self Hear or touch Understand any spoken language you hear or written language you see 1 Hr no YES VSM
Create or Destroy Water 1 Trans 1 Act 30 ft 10 gallons water Create or destroy water in open container, or create 30 ft cube rain or destroy 30 ft cube of fog. Overpower: +10 gallons or +5 ft cube Instant no no VSM
Cure Wounds 1 Evoc 1 Act Touch 1 living creature Target is healed Overpower: Heals the entire body Instant no no VS
Call Lightning 3 Conj 1 Act 120 Ft 60ft radius Storm cloud appears 100ft above you. Point to spot within range. Creatures within 5ft or point take lightning damage (Save for 1/2). Use Action each turn to call lightning again. In stormy weather, extra damage. Overpower: Proficiency bonus = number of lightning bolts Dex ≤10 Min YES no VS
Detect Evil/Good 1 Divin 1 Act Self 30 ft Detect aberrations, celestials, elementals, fey, fiends, or undead, as well as consecrated/desecrated areas ≤10 Mins YES no VS
Detect Magic 1 Divin 1 Act Self 30 ft Detect presence of magic. Use action to see auras and school of magic. ≤10 Mins YES no VS
Detect Poison and Disease 1 Divin 1 Act Self 30 ft Detect presence and identity of poisons, poisonous creatures, and diseases. ≤10 Mins YES no VS
Disguise Self 1 Illus 1 Act Self You make yourself, including possessions, look different. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. This does not trick physical inspection. Creatures can use an action to use Investigation vs your spell DC. 1 Hr no no VS
Dissonant Whispers 1 Ench 1 Act 60 ft 1 creature Target takes psychic dmg and must immediately use its reaction if available to move away from you at full speed. On successful save, it takes half damage. Deaf creatures automatically succeed. Wis Instant no no V
Divine Favor 1 Evoc Bonus Self Weapon attacks deal an extra radiant damage on hit ≤1 Min YES no VS
Earth Tremor 1 Evoc 1 Act Self 10 ft Rad Each creature in area (other than you) takes bludgeoning damage and is knocked prone (Dex save for 1/2 damage and avoid prone). Overpower Dex Instant no no VS
Ensnaring Strike 1 Conj Bonus Self 1 creature The next time you hit a creature with a weapon attack, they are ensnared (Str Dex negates). Large creatures have advantage on save. While restrained, target takes piercing damage at start of its turns. Str check by creature or allies to break free with Action. Overpower: increase damage Str ≤1 Min YES no V
Entangle 1 Conj 1 Act 90 ft 20x20 ft Plants turn area into difficult terrain. Creatures in area when cast must make Str save or be restrained; can use action to make Str check against spell DC and free itself. Str ≤1 Min YES no VS
Faerie Fire 1 Evoc 1 Act 60 ft 20ft cube Outlines alll in colored light that negates concealment. Creatures allowed a save to negate. Attacks vs visible creatures have advantage. Dex ≤1 Min YES no V
False Life 1 Necro 1 Act Self Self Creates temperary health, temperarily makes someone appears as if they aren't hurt. 1 Hr no no VSM
Feather Fall 1 Trans React 60 ft ≤5 falling creatures Creatures' descent slows to 60 ft per round; if the creature lands before the spell ends, it takes no falling damage and lands on its feat, and the spell ends. 1 min no no VM
Find Familiar 1 Conj 1 Hr 10 ft You gain the service of a familiar. Instant no YES VSM 10gp
Fog Cloud 1 Conj 1 Act 120 ft 20ft rad sphere Area is heavily obscured, spreads around corners. Moderate wind disperses. Overpower: +20ft radius / lvl ≤1 Hr YES no VS
Goodberry 1 Trans 1 Act Touch Create up to 10 magic berries. Each have minor healing properties and provide nourishment for 1 day. 24 hrs no no VSM
Guiding Bolt 1 Evoc 1 Act 120 ft 1 creature On hit, target takes radiant damage, next attack roll against target before end of nex turn has advantage. Overpower: increase damage Attack 1 Round no no VS
Hail of Thorns 1 Conj Bonus Self 5ft burst The next time you hit a creature with a weapon attack, bursts and damages all within 5ft (plus target) for piercing damage (Dex save for 1/2). Overpower: more powerful Dex ≤1 Min YES no V
Healing Word 1 Evoc Bonus 60 ft 1 living creature Heals spell casting ability mod. Overpower: more powerful healing Instant no no V
Hellish Rebuke 1 Evoc React 60 ft 1 creature Creature that just damaged you takes fire damage (Dex save for 1/2). Overpower: more damage Dex Instant no no VS
Heroism 1 Ench 1 Act Touch 1 willing creature Creature is immune to being frightened, gains temp health. The target loses any remaining temperary health when the spell ends. ≤1 Min YES no VS
Hex 1 Ench 1 Act 90 ft 1 target Curse target, deals nectrotic dmg when you hit with an attack. Target has disadvantage on ability checks of 1 type (choose stat). Can move hex as bonus action if target dies. Overpower: 3rd level (8hrs) 5th level (24hrs) ≤1 Hr YES no VSM
Hunter's Mark 1 Divin Bonus 90ft 1 target Deal psycic damage when you hit with an attack. Advantage on any Perception/Survival check to find it. Can move hex as bonus action if target dies. Overpower: 3rd level (8hrs) 5th level (24hrs) ≤1 Hr YES no V
Ice Knife 1 Conj 1 Act 60 ft 1 creature Fling ice shard (ranged spell attack) for piercing damage. Hit or miss, shard explodes (5ft radius, cold damage, Dex save for 1/2). Overpower: bigger explosion Attack & Dex Instant no no SM
Identify 1 Divin 1 Min Touch 1 object Learn properties, charges, use of a magic item, or spells affecting a creature or object. Instant no YES VSM* 100gp
Illusory Script 1 Illus 1 min Touch writing material You write on the paper, and you and any creatures you designate see the writing normally; everyone else sees it as an unintelligible script. If dispelled, the original script disappears. Truesight allows a target to read the writing normally. 10 days no YES SM
Inflict Wounds 1 Necro 1 Act Touch 1 creature Deals necrotic damage. Overpower: Attack Instant no no VS
Jump 1 Trans 1 Act Touch 1 creature Touched creature's jump distance is tripled 1 Min no no VS
Longstrider 1 1 Act Touch 1 creature Target's speed increases by 10 ft . Overpower: +1 creature / lvl 1 Hr no no VSM
Mage Armor 1 Abjur 1 Act Touch 1 unarmored creature When someone is normally hit, mage armor defends them. Ends if armor is worn. 8 Hrs no no VSM
Magic Missile 1 Evoc 1 Act 120 ft 3 force darts Each dart deals force damage. Overpower: +1 dart / lvl Instant no no VS
Protection from Evil/Good 1 Abjur 1 Act Touch 1 willing creature Aberrations, celestials, elementals, fey, fiends, undead have attack disadvantage vs target. Target can't be charmed, frightened, or possessed by them, and gains advantage on new saving throws if already affected. ≤10 Mins YES no VSM
Purify Food/Drink 1 Abjur 1 Act 5 Ft nonmagic food/drink Renders food and drink free of poison and disease Instant no YES VS
Ray of Sickness 1 Necro 1 Act 60 ft 1 creature Ranged spell attack: poison damage & save or be poisoned until end of your next turn. Overpower: increased poewr Con Instant no no VS
Sanctuary 1 Abjur Bonus 30 ft 1 creature Creatures attacking target must make save or choose new target. Ends if creature makes attack or casts a spell that affects enemy. Wis 1 Min no no VSM
Detect Secret Doors 1 Divin 1 Act Self 30 ft Detect presence of secret dors, compartments, caches, etc. Use action to see outlines. ≤10 Mins YES YES VSM* 15gp
Searing Smite 1 Evoc Bonus Self Self On next melee hit, the attack deals an extra fire and ignites target. At the start of each of its turns until the spell ends, target makes a save or takes fire damage. On a successful save, the spell ends. The target or another creature may use an action to put out the flames.

Overpower: extra damage on hit

Con ≤1 Min YES no V
Shield 1 Abjur React Self Shield of force A shield that can be casted on someone as a reaction, doesn't require touch 1 Round no no VS
Shield of Faith 1 Abjur Bonus 60 Ft 1 creature like mage armor but of divine source, and doesn't require touch ≤10 Mins YES no VSM
Silent Image 1 Illus 1 Act 60 ft ≤15ft cube Create a silent image of an object, creature, or phenom. Action to move, may make movement seem natural. ≤10 Mins YES no VSM
Sleep 1 Ench 1 Act 90 ft Creatures in 20ft rad Creatures fall unconscious. 1 Min no no VSM
Speak with Animals 1 Div 1 Act Self Self Comprehend and communicate with Beasts. Limited by intelligence. Does not charm. 10 Min no YES VS
Tasha's Hideous Laughter 1 Ench 1 Act 30 ft 1 creature Creature falls prone laughing (incapacitated). Wis save negates. Int <5 is immune. At end of turn and each time it takes damage, gets another save to shake. Advantage to save if damaged. Wis ≤1 Min YES no VSM
Thunderous Smite 1 Evoc Bonus Self Self On next melee hit, you deal an extra thunder damage. Target must succeed on Str save or be pushed 10 ft away and knocked prone. Makes an audible noise up w/in 300 ft of you. Str ≤1 Min YES no V
Thunderwave 1 Evoc 1 Act Self 15ft cube from you Creatures in area that fail a save take thunder damage and pushed 10 feet away from you. Half damage on save and are not pushed. Con Instant no no VS
Unseen Servant 1 Conj 1 Act 60 ft Creates invisible, mindless, shapeless force. Bonus action: command it to move 15ft and interact with objects. Dispells if moves out of range. 1 Hr no YES VSM
Witch Bolt 1 Evoc 1 Act 30 ft 1 creature Ranged spell attack. Hit deals lightning damage and on each of your turns. Overpower: extra powerful Attack ≤1 Min YES no VSM
Wrathful Smite 1 Evoc Bonus Self Self On next melee hit, you deal an extra 1d6 psychic damage. If the target is a creature, it must make a Wis save or be frightened of you until the spell ends. As an action, creature can make a Wis check against your spell save DC to end the spell. Wis ≤1 Min YES no V
Aid 2 Abjur 1 Act 30 ft ≤3 creatures Gain more max vitality. Overpower: more potent 8 Hrs no no VSM
Alter Self 2 Trans Bonus
Animal Messenger 2 Ench 1 Act 30 ft 1 tiny beast Target beast travels for spell duration toward a specified location and creature you describe. If it makes it to the described, it delivers a message up to 25 words in your voice. Overpower: +24 hr duration 24 Hrs no YES VSM
Arcane Lock 2 Abjur 1 Act Touch 1 lockable object Object is locked to everyone but creatures you specify. Increases open DC by 10. (Dispel) no no VSM* 25gp
Augury 2 Divin 1 Min Self Divination instruments Portents Weal/Woe of action in next 30 mins Instant no YES VSF* 25gp
Barkskin 2 Trans 1 Act Touch 1 creature Target's skin turns barklike and protective ≤1 Hr YES no VSM
Beast Sense 2 Div 1 Act Touch 1 beast Touch willing beast. See through beast's eyes and ears, including special senses. ≤1 Hr YES no S
Blindness/Deafness 2 Necro 1 Act 30 ft 1 creature Target is blinded or deafened. Target makes a Con save at the end of each turn to end the spell. Con 1 min no no V
Blur 2 Illus 1 Act Self Self Creatures have disadvantage on attack rolls against you ≤1 Min YES no V
Branding Smite 2 Evoc Bonus Self On next melee hit, you deal an extra radiant to the target, which stop being invisible and sheds dim light in a 5 ft rad, and can't become invisible until the spell ends.

Overpower: more damage

≤1 Min YES no V
Calm Emotions 2 Ench 1 Act 60 ft 20 ft rad Each humanoid in area; can suppress charm or fright, or make a target indifferent from being hostile unless it or its friends are harmed. Cha ≤1 Min YES no VS
Cloud of Daggers 2 Conj 1 Act 60 ft 5 ft cube Creatures take slashing damage when entering the area or starting its turn there. Overpower: extra damage ≤1 Min YES no VSM
Continual Flame 2 Evoc 1 Act Touch 1 object You create a flame as bright as a torch on a target object. It creates no heat and uses no oxygen. Until dispelled no no VSM 50gp
Crown of Madness 2 Ench 1 Act 120 ft 1 humanoid Target is charmed by you; a twisted crown of jagged iron appears on its head. Target must make a melee attack vs a creature other than itself that you choose before moving. It can act normally if none are in range. You must use your action to maintain control over the target or the spell ends. The target gets a Wis save at the end of each turn to end the spell. Wis ≤1 Min YES no VS
Darkness 2 Evoc 1 Act 60 ft 15ft radius Darkness radiates, blocks light and vision. Can be covered. Dispels lvl 2 or lower lights. ≤10 Mins YES no VM
Darkvision 2 Trans 1 Act Touch 1 creature Willing creature gains darkvision of 60ft 8 Hrs no no VSM
Detect Thoughts 2 Divin 1 Act Self 30 ft You focus your mind on an intelligent creature that you can see. You initially learn surface thoughts. It gets a wis save to resist further probing; if it fails, you gain insight into reasoning, emotional state, and something that looms large in its mind. Creature can use action on its turn to make an Int check vs your Int check; if it succeeds, the spell ends. You can also use this spell to detect the presence of thinking creatures you can't see. ≤1 Min YES no VSM
Dust Devil 2 Conj 1 Act 60 ft Elemental appears in space. Creature ending turn adjacent to devil takes bludgeoning damage and is pushed 10ft away (Str save for 1/2 and no push). Bonus action: move devil 30ft. Blows around sand, gravel, loose dirt into 10ft radius cloud (heavily obscured). Overpower: extra power Str ≤1 Min YES no V
Earthbind 2 Trans 1 Act 300 ft 1 creature Target's fly speed is 0 (Str save negates). Airborne creatures descend 60ft per round (don't fall) Str ≤1 Min
Enhance Ability 2 Trans 1 Act Touch 1 creature Target gans one of the following:

Bear's Endurance: Adv Con checks, +2d6 temp hp; Bull's Strength: Adv Str checks, x2 carrying capacity; Cat's Grace: Adv Dex checks, ignores 20 ft fall dmg; Eagle Splendor: Adv Cha checks; Fox's Cunning: Adv Int checks; Owl's Wisdom: Adv Wis checks. Overpower: +1 target

≤1 Hr no no VSM
Enlarge/Reduce 2 Trans Bonus
Enthrall 2 Ench 1 Act 60 ft creatures of your choice Targets have disadvantage on Perception checks made to perceive any creature other than you. The spell ends if you stop speaking. Creatures you are fighting have advantage on the save. Wis 1 min no no VS
Find Steed 2 Conj 10 min 30 Ft Summon a spirit steed that you choose the form. It is celestial, fey, or fiend; intelligence becomes a 6 if lower, and understand one language you speak. Instant no no VS
Find Traps 2 Divin 1 Act 120 ft line of sight You sense the presence of any trap in range, but not the location. Instant no no VS
Flame Blade 2 Evoc Bonus Self conjured blade Summon firey scimitar. Grants melee spell attack for fire damage. Sheds light (bright 10ft, dim 20ft). Overpower: increase power Attack ≤10 Mins YES no VSM
Flaming Sphere 2 Conj 1 Act 60 ft 5ft diameter sphere Creatures adjacent to sphere at end of their turn take fire damage, save for 1/2. Move sphere 30ft as bonus action. Creatures hit by sphere take damage (save for 1/2). Sheds light 20ft rad. Ignites combustibles. Overpower: extra damage Dex ≤1 Min YES no VSM
Gentle Repose 2 Necro 1 Act Touch 1 corpse Target is protected from decay and can't become undead. 10 days no YES VSM
Gust of Wind 2 Evoc 1 Act Self 60ft line 60ft line, 10ft wide blasts from you for duration. Creatures starting turn in area are pushed 15ft (Str save negates). Movement against wind uses x2 movement. Disperses gasses, extinguishes fires. Bonus action: change direction of line. ≤1 Min YES no VSM
Heat Metal 2 Trans 1 Act 60 ft manufactured metal object Creatures in physical contact with object take fire dmg; you may use a bonus action to cause this damage again. If the creature is holding the object, it must make a Con save or drop it. If it doesn't drop the object, it has disadvantage on attack rolls and checks until the start of your next turn. Overpower: more powerful ≤1 Min YES no VSM
Hold Person 2 Ench 1 Act 60 ft 1 humanoid Save or paralyzed. Make another save at end of each turn. Overpower: +1 target / lvl (targets within 30ft of each other) Wis ≤1 Min YES no VSM
Invisibility 2 Illus 1 Act Touch 1 creature Creature and possesions become invisible. Ends if target attacks or casts a spell. Overpower: +1 target / lvl ≤1 Hr YES no VSM
Knock 2 Trans 1 Act 60 ft 1 lockable object Target becomes unlocked, unstuck, or onbarred. Only 1 lock is affected. Arcane locks suppressed for 10 min. Loud knock sound audible within 300ft. Instant no no V
Lesser Restoration 2 Abjur 1 Act Touch 1 creature Cures 1 disease or condition (blind, deaf, paralyzed, poison) Instant no no VS
Levitate 2 Trans 1 Act 60 ft 1 creature or object Target up to 500lbs rises vertically ≤20ft. Unwilling creature allowed save to negate. Change target's altitude by 20ft on your turn (Action) or target can use Move/ Con ≤10 Mins YES no VSM
Locate Animals or Plants 2 Divin 1 Act Self You learn the direction and distance to the closest creature or plant of a specified kind w/in 5 miles, if any are present. Instant no YES VSM
Locate Object 2 Divin 1 Act Self 1000 Ft Sense the direction to a familiar object's location w/in range. Can't locate through any lead. ≤10 Mins YES no VSM
Magic Mouth 2 Illus Bonus YES
Magic Weapon 1 Trans 1 Act Touch 1 nonmagical weapon Weapon becomes magical (+1). Overpower: ≤1 Hr YES no VS
Melf's Acid Arrow 2 Conj 1 Act 90 ft 1 target Ranged spell attack; hit deals acid damage and acid damage at end of its next turn. On miss, splashes for 1/2 initial. Overpower: more powerful Attack Instant no no VSM
Mirror Image 2 Illus Bonus Self Self Create 3 duplicates of yourself (AC 10+dex). Attacks may hit those instead. Images destroyed if hit. 1 Min no no VS
Misty Step 2 Conj Bonus Self Self teleport up to 30ft to unnocupied space Instant no no V
Moonbeam 2 Evoc 1 Act 120 ft 5x40ft cylinder Cylinder provides dim light. Creatures entering or starting turn in area take radiant damage (Con save for 1/2). Shapechanges revert to original form and have disadvantage on save. Each turn, may use Action to move it 60ft. Overpower: more powerful Con ≤1 Min YES no VSM
Nystul's Magic Aura 2 Illus Bonus
Pass Without Trace 2 Abjur 1 Act Self Allies in 30ft Each creature you choose gets +10 to stealth checks and can't be tracked by non-magical means. Affected creatures don't leave tracks. ≤1 Hr YES no VSM
Phantasmal Force 2 Illus Bonus
Prayer Of Healing 2 Evoc 10 Min 30 ft ≤6 living creatures Heals +spellcasting ability mod. Overpower: more healing Instant no no V
Protection from Poison 2 Abjur 1 Act Touch 1 creature You neutralize one poison that you know is present, or neutralize one at random. Target has advantage on saves vs poison, and resistance to poison dmg. 1 Hr no no VS
Ray of Enfeeblement 2 Necro 1 Act 60 ft 1 creature Ranged spell attack; on hit, creature deals 1/2 damage on STR weapon attacks. Target saves at end of each turn to end (Con). Attack ≤1 Min YES no VS
Rope Trick 2 Trans 1 Act
Scorching Ray 2 Evoc 1 Act 120 ft ≤3 targets Fire 3 rays; ranged spell attack each; fire damage. Overpower: +1 ray / lvl Attack Instant no no VS
See Invisibility 2 Div Bonus
Shatter 2 Evoc Bonus 60ft 10ft rad sphere Deals thunder damage (Con save for 1/2). Creatures made of inorganic material (stone, crystal, metal) have disadvantage. Damages non-attended nonmagical objects. Overpower: more damage Con Instant no no VSM
Silence 2 Illus 1 Act 120 ft 20ft rad sphere no sound can be created in or through area for duration. ≤10 Mins YES YES VS
Skywrite 2 Trans 1 Act Sight Create up to 10 cloud words in sky ≤1 Hr YES YES VS
Spider Climb 2 Trans 1 Act Touch 1 willing creature Climb speed equal to walking speed. May move vertically and upside-down while hands are free. ≤1 Hr YES no VSM
Spike Growth 2 Trans 1 Act 150 ft 20ft radius Ground in area becomes difficult terrain. Creatures moving into/within area take piercing damage per 5 ft. Ground looks natural; Perception checks vs spell DC to detect Special ≤10 Mins YES no VSM
Spiritual Weapon 2 Evoc Bonus 60 ft 1 floating weapon Create a floating weapon. Lasts duration; when cast, make melee spell attack vs creature w/in 5 ft of weapon. Bonus action: Move up to 20ft, make an attack Attack 1 Min no no VS
Suggestion 2 Ench 1 Act 30 ft 1 creature You suggest a non-harmful act. On a failed save, target pursues the described act to the best of its ability for the duration. Wis ≤8 Hrs YES no VM
Warding Bond 2 Abjur 1 Act Touch 1 willing creature While the target is w/in 60 ft of you it gains and saves and resistance to all damage. You take the same amount of damage it takes. 1 Hr no no VSF* 50gp
Warding Wind 2 Evoc 1 Act Self 10ft radius Strong wind surrounds you. Deafens you and others, extinguishes small fires, difficult terrain to others, ranged weapons have disadvantage, blocks/disperses vapor, gas, fog. ≤10 Mins YES no
Web 2 Conj 1 Act 60 ft 20 ft cube You create webs that become difficult terrain and lightly obscure the area. Spell ends after 1 round if the webs aren't anchored to two solid masses. Restrains creatures that enter or start the turn in the area if they fail the save. Dex ≤1 Hr YES no VSM
Zone of Truth 2 Ench 1 Act 60 Ft 15 ft rad Create a zone. Creatures entering or starting their turn in the zone must make a Cha save or be unable to speak a deliberate lie. You know whether the creature succeeds or fails the save. It does not compel them to speak. Cha 10 min no no VS